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planck-js

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2D JavaScript physics engine for cross-platform HTML5 game development

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/* * MIT License * Copyright (c) 2019 Erin Catto * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ planck.testbed('ConvexHull', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(); testbed.x = 0; testbed.y = 0; var COUNT = 8; var auto = false; var points = []; var shape; Generate(); function Generate() { var lowerBound = Vec2(-8.0, -8.0); var upperBound = Vec2(8.0, 8.0); points.length = 0; for (var i = 0; i < COUNT; ++i) { var x = 10.0 * Math.random() - 5; var y = 10.0 * Math.random() - 5; // Clamp onto a square to help create collinearities. // This will stress the convex hull algorithm. var v = Vec2.clamp(Vec2(x, y), lowerBound, upperBound); points.push(Vec2(x, y)); } shape = pl.Polygon(points); } testbed.keydown = function(code, char) { switch (char) { case 'Z': auto = !auto; break; case 'X': Generate(); break; } }; testbed.info('X: Generate a new random convex hull, Z: Auto-generate'); testbed.step = function() { testbed.drawPolygon(shape.m_vertices, testbed.color(0.9, 0.9, 0.9)); for (var i = 0; i < points.length; ++i) { testbed.drawPoint(points[i], 3.0, testbed.color(0.3, 0.9, 0.3)); // testbed.drawString(points[i] + Vec2(0.05, 0.05), "%d", i); } // if (shape.validate() == false) { // m_textLine += 0; // } if (auto) { Generate(); } }; return world; });